Yeh I was happy when I learned that too. It was the same thing with being able to hold down d to change pivot instead pressing insert, and also snapping shortcuts :P
Unreal picks up on your assets origin rather than their pivot points. So if you are importing an entire scene or possibly different parts of it, it should be very easy to retain alignment. ;)
There appear to be 3 pivot points that I can't figure out how they work. Can you show the model fanned out so we get a sense of how it would be animated?
Heboltz3 I tried what you said but was unsuccessful T T. It's like the neck verts are frozen in place on the neck on the blizzard model. The bind and pivot changes seem to have no effect.
yeeeahhh ... you know that SCi/Eidos have been desperately searching for a buyer for an age, closing Pivotal, whilst watching their share price tumble at a terrifying pace? .. Oh, no, you didn't
But even everything is fine with the scale and the symmetry and the pivot, this dumb pop-up appears when you try to dynamesh an object with SpotLite(suddenly!) is turned on. Just hide it by pressing Shift+Z and then dynamesh the subtool.
Just getting the basics out of the way: Freeze transform, delete history, center pivot, check the outliner and make sure it's not grouped then set it to object symmetry. If it still doesn't work I have no clue.
Just a guess, but maybe you should check your pivot axis. Looks like it's off by 90°. Not a Maya user, but if it's in the right position like the original weapon, don't forget your freeze transformations.
I would totally second Bek on that one. Can be really finicky to navigate through the tinier details of the room with the current control scheme. If not that, then at least just a rotate from camera instead of from pivot.
Nope-nope-nope. Obscura is not using any alpha blending, and matching position/pivot/triplanar is important not because of normals, but because it allows him to match background texture mapping on surface and decal faces.